The -large option specifies a 12x12 board with six-sided dice (default is a 9x9 board with four-sided dice).

The -many option specifies that each player starts with three rows of pieces (default is two rows of pieces).

The -d4 option specifies that four sided dice are to be used.

The -d6 option specifies that six sided dice are used, regardless of board size. This speeds the game up.

The -no_stagger option specifies that all pieces must start in a single group on the home row. This means that pieces do not come into conflict as quickly, making the game a bit slower.

Rules

Malaka is a cross between Backgammon, Plakoto and Lines of Action. Players race to move their pieces around the board, delaying their opponent while trying to connect their pieces to the far end of the board marked with their symbol.

O starts with a single die roll, thereafter players roll two dice each turn. The dice are four-sided for the 9x9 board and six-sided for the 12x12 board. The starting position is shown below.

If a piece steps directly forwards, then it must step in a straight line a number of points equal to the number of pips shown on one of the dice. If the piece steps onto a single enemy piece, then that enemy piece is pinned until the player moves off. Players may stack as many pieces as they like onto any point, but cannot move to any point at which the enemy controls a block (a pile of two or more pieces).

Alternatively, a piece may jump over a wall if that jump lands on a single enemy piece a number of points away equal to the number of pips shown on one of the dice. The enemy piece is killed and removed from the game. Players cannot jump backwards and cannot cross both walls with the same jump.

The same piece may take further steps or jumps, possibly changing direction. If a double is rolled, then the player moves four times using the pip value shown. The player must make a move that uses the maximum number of pips.

A player wins by orthogonally connecting all of their remaining pieces to the far end of the board marked with their symbol. For instance, a win for X is shown below (note that the distance to connection is zero). Pinned pieces, and pieces that pin others, may be counted in a winning connection.

Notes

Jumping over a wall to kill an enemy piece is a two-edged sword: it allows the piece to push forward quickly by taking a shortcut, but also makes the opponent's task easier as they have one less piece to connect.

The following example demonstrates the difference between pinning and killing an enemy piece. O has rolled {2, 3} and may therefore make both the step E5-E3 which pins the X piece at E3, and the jump E5-H5 which kills the X piece at H5.

The winning player is entitled to yell "Malaka!" at their opponent after the winning move. In addition, either player is entitled to yell "Malaka!" at their opponent at any point throughout the game, as they see fit.